176 lines
5.7 KiB
C++
176 lines
5.7 KiB
C++
#include <direct.h>
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#include "MyGlWindow.h"
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//Getting the projection matrix
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glm::mat4x4 perspective(float fovy, float aspect, float near, float far)
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{
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float fovy2 = glm::tan(fovy / 2);
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glm::mat4x4 pmat{ { 1 / (aspect * fovy2), 0, 0, 0},
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{ 0, 1 / fovy2, 0, 0},
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{ 0, 0, -((far + near) / (far - near)), -1},
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{ 0, 0, -((2 * far * near) / (far - near)), 0} };
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return pmat;
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}
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// Getting the view matrix
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glm::mat4x4 lookAt(glm::vec3 campos, glm::vec3 look, glm::vec3 up)
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{
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glm::vec3 ZCam(glm::normalize(campos - look));
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glm::vec3 XCam(glm::normalize(glm::cross(up, ZCam)));
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glm::vec3 YCam(glm::normalize(glm::cross(ZCam, XCam)));
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glm::mat4x4 cam_mat{ {XCam.x, YCam.x, ZCam.x, 0},
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{XCam.y, YCam.y, ZCam.y, 0},
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{XCam.z, YCam.z, ZCam.z, 0},
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{0, 0, 0 ,1} };
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glm::mat4x4 norm_mat{ {1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 1, 0},
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{-campos.x, -campos.y, -campos.z, 1} };
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return cam_mat * norm_mat;
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}
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MyGlWindow::MyGlWindow(int w, int h) :
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viewer(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0), 45.0f, (w / (float)h))
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{
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m_width = w;
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m_height = h;
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setup();
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}
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MyGlWindow::~MyGlWindow()
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{
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}
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void MyGlWindow::setBgColor(float bgColor[3])
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{
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_bgColor[0] = bgColor[0];
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_bgColor[1] = bgColor[1];
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_bgColor[2] = bgColor[2];
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}
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void MyGlWindow::textureSetup()
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{
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &_scnctx.textures); //tex_2d is a member variable
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glBindTexture(GL_TEXTURE_2D, _scnctx.textures);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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int width, height, channel;
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unsigned char * image = stbi_load("brick1.jpg", &width, &height, &channel, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(image);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void MyGlWindow::shaderSetup()
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{
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shaders["Simple"] = new Shader("simple.vert", "simple.frag");
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shaders["Simple"]->uniformFlags = ShaderFlags::MVP_FLAG;
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shaders["BaseLight"] = new Shader("base_light.vert", "base_light.frag");
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shaders["Fog"] = new Shader("fog.vert", "fog.frag");
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shaders["TexBaseLight"] = new Shader("tex_base_light.vert", "tex_base_light.frag");
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shaders["TexBaseLight"]->addUniform("tex1", 0);
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shaders["SpotLight"] = new Shader("spotlight.vert", "spotlight.frag");
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shaders["SpotLight"]->light_type = Light::LightType::SPOT;
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shaders["TexSpotLight"] = new Shader("tex_spotlight.vert", "tex_spotlight.frag");
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shaders["TexSpotLight"]->light_type = Light::LightType::SPOT;
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shaders["Silhouette"] = new Shader("silhouette.vert", "silhouette.frag");
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shaders["Silhouette"]->uniformFlags = ShaderFlags::MVP_FLAG;
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shaders["Silhouette"]->addUniform("fColor", glm::vec3(237 / 255, 229 / 255, 194 / 255));
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shaders["Silhouette"]->addUniform("sil_offset", 0.1f);
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shaders["Toon"] = new Shader("base_light.vert", "toon.frag");
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//Removing useless specular component
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shaders["Toon"]->uniformFlags &= ~ShaderFlags::KS_FLAG;
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shaders["Toon"]->uniformFlags &= ~ShaderFlags::SHINE_FLAG;
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}
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void MyGlWindow::lightSetup()
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{
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//Showcase lights
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_scnctx.lights.emplace("Light1", Light(glm::vec3(0.8f), glm::vec4(3, 10, 5, 1)));
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//Party lights
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/*_scnctx.lights.emplace("Light1", Light(glm::vec3(0.0f, 0.5f, 0.5f), glm::vec4(10, 10, 0, 1)));
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_scnctx.lights.emplace("Light2", Light(glm::vec3(0.0f, 0.0f, 0.5f), glm::vec4(3.09, 10, 9.51, 1)));
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_scnctx.lights.emplace("Light3", Light(glm::vec3(0.5f, 0.0f, 0.0f), glm::vec4(-8.09, 10, 5.87, 1)));
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_scnctx.lights.emplace("Light4", Light(glm::vec3(0.0f, 0.5f, 0.0f), glm::vec4(-8.09, 10, -5.87, 1)));
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_scnctx.lights.emplace("Light5", Light(glm::vec3(0.5f, 0.5f, 0.5f), glm::vec4(3.09, 10, -9.51, 1)));*/
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}
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void MyGlWindow::setup()
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{
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textureSetup();
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shaderSetup();
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lightSetup();
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Dataset moddata;
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moddata.checkeredFloor(20, 20, glm::vec3(0.1, 0.1, 0.1), glm::vec3(0.7, 0.7, 0.7));
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meshes.push_back(new Mesh(moddata, shaders["Simple"]));
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meshes.back()->addTranslation(glm::vec4(0, -0.05, 0, 1));
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meshes.back()->cullMode = BACK;
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moddata.simpleCube();
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meshes.push_back(new Mesh(moddata, shaders["TexBaseLight"]));
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meshes.back()->addTranslation(glm::vec4(0, 1, 0, 1));
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moddata.sphere(1, 100, 100);
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meshes.push_back(new Mesh(moddata, shaders["BaseLight"]));
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meshes.back()->addTranslation(glm::vec4(-5, 1, -3, 1));
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meshes.push_back(new Mesh("teapot.obj", shaders["Silhouette"]));
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meshes.back()->addTranslation(glm::vec4(5, 0 ,3, 1));
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meshes.back()->cullMode = FRONT;
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meshes.push_back(new Mesh("teapot.obj", shaders["Toon"]));
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meshes.back()->addTranslation(glm::vec4(5, 0, 3, 1));
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meshes.back()->cullMode = BACK;
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}
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void MyGlWindow::draw()
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{
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glClearColor(_bgColor[0], _bgColor[1], _bgColor[2], 1);
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glViewport(0, 0, m_width, m_height);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_BUFFER);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::vec3 eye(viewer.getViewPoint().x, viewer.getViewPoint().y, viewer.getViewPoint().z);
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glm::vec3 look(viewer.getViewCenter().x, viewer.getViewCenter().y, viewer.getViewCenter().z);
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glm::vec3 up(viewer.getUpVector().x, viewer.getUpVector().y, viewer.getUpVector().z);
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glm::mat4 view = lookAt(eye, look, up); //Calculate view matrix from parameters of m_viewer
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glm::mat4 projection = perspective(45.0f, (float)m_width / (float)m_height, 0.1f, 500.0f);
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_scnctx.viewMatrix = view;
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_scnctx.projectionMatrix = projection;
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for (auto it = meshes.begin(); it != meshes.end(); it++)
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(*it)->draw(_scnctx);
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}
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void MyGlWindow::resize(int w, int h)
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{
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m_width = w;
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m_height = h;
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viewer.setAspectRatio(w / float(h));
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}
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